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FF2 Freak Fortress 2 1.10.14 Released


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WildCard65
Veteran Member
Join Date: Aug 2013
Location: Canada
Old 04-23-2014 , 12:36   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #591

Quote:
Originally Posted by M76030 View Post
hello again,
i've got 2 errors when i try to compile:
2 errors 017: undefined symbols:
1."Detection_CvarViolation and
2.Updater_RemovePlugin

some help pls?
You need smac and God-Tony's updater plugin.
Here's link from updater plugin's thread: https://bitbucket.org/GoD_Tony/updat...ds/updater.smx
Thread of the plugin here: https://forums.alliedmods.net/showthread.php?t=169095
and for the safety of keeping link in this reply, source:
https://bitbucket.org/GoD_Tony/updat...2.0/?at=v1.2.0
https://bitbucket.org/GoD_Tony/updater/get/v1.2.0.zip
https://bitbucket.org/GoD_Tony/updat...v1.2.0.tar.bz2
https://bitbucket.org/GoD_Tony/updat.../v1.2.0.tar.gz
About smac: No one can reveal it's location other then through this hint: the site's domain ends in .sx

Last edited by WildCard65; 04-23-2014 at 12:37.
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M76030
Senior Member
Join Date: Mar 2014
Location: Demoknighting in Neptuni
Old 04-23-2014 , 12:50   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #592

but i did replaced
#include <sourcemod>
#include <freak_fortress_2>
#include <sdktools>
#include <sdktools_gamerules>
#include <sdkhooks>
#include <smac>
#include <tf2_stocks>
#include <morecolors>
#include <tf2items>
#include <clientprefs>
#undef REQUIRE_EXTENSIONS
#tryinclude <steamtools>
#define REQUIRE_EXTENSIONS
#undef REQUIRE_PLUGIN
#tryinclude <updater>
#tryinclude <goomba>
#tryinclude <rtd>
#define REQUIRE_PLUGIN
this with
#include <sourcemod>
#include <freak_fortress_2>
#include <sdktools>
#include <sdktools_gamerules>
#include <sdkhooks>
#include <tf2_stocks>
#include <morecolors>
#include <tf2items>
#include <clientprefs>
#undef REQUIRE_EXTENSIONS
#tryinclude <steamtools>
#define REQUIRE_EXTENSIONS
#undef REQUIRE_PLUGIN
#tryinclude <smac>
#tryinclude <updater>
#tryinclude <goomba>
#tryinclude <rtd>
#define REQUIRE_PLUGIN
to make smac NOT a required plugin, do i still need it?
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WildCard65
Veteran Member
Join Date: Aug 2013
Location: Canada
Old 04-23-2014 , 12:57   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #593

Quote:
Originally Posted by M76030 View Post
but i did replaced
#include <sourcemod>
#include <freak_fortress_2>
#include <sdktools>
#include <sdktools_gamerules>
#include <sdkhooks>
#include <smac>
#include <tf2_stocks>
#include <morecolors>
#include <tf2items>
#include <clientprefs>
#undef REQUIRE_EXTENSIONS
#tryinclude <steamtools>
#define REQUIRE_EXTENSIONS
#undef REQUIRE_PLUGIN
#tryinclude <updater>
#tryinclude <goomba>
#tryinclude <rtd>
#define REQUIRE_PLUGIN
this with
#include <sourcemod>
#include <freak_fortress_2>
#include <sdktools>
#include <sdktools_gamerules>
#include <sdkhooks>
#include <tf2_stocks>
#include <morecolors>
#include <tf2items>
#include <clientprefs>
#undef REQUIRE_EXTENSIONS
#tryinclude <steamtools>
#define REQUIRE_EXTENSIONS
#undef REQUIRE_PLUGIN
#tryinclude <smac>
#tryinclude <updater>
#tryinclude <goomba>
#tryinclude <rtd>
#define REQUIRE_PLUGIN
to make smac NOT a required plugin, do i still need it?
oh right forgot something.
Edit: I updated my reply https://forums.alliedmods.net/showpo...&postcount=589 with what also to do.

Last edited by WildCard65; 04-23-2014 at 13:01.
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Donski
Senior Member
Join Date: Sep 2012
Old 04-23-2014 , 13:45   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #594

Is there a specific reason why SMAC was made as a prerequisite this time?
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Wliu
Veteran Member
Join Date: Apr 2013
Old 04-23-2014 , 15:17   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #595

Quote:
Originally Posted by M76030 View Post
just a quick question, where can i download smac?
Adding on to Powerlord's comment:
http://www.chillingeffects.org/notice.cgi?sID=1424444 was the DMCA that Google received. That should help you a bit.

Quote:
Originally Posted by Huntereb View Post
Heh, I've gotten used to being alerted of people Quoting and Tagging you on other forums, I didn't notice it.

Looks like I could probably work with something, but only if it works okay with multiple Game Modes for different maps, because I remember having a ton of issues with FF2 not completely unloading before. If it's still as bad as I remember I'll use Saxton Hale for the mean time.
I believe ff2_enable properly works now (thanks in part to Powerlord's PHR code).

Quote:
Originally Posted by Donski View Post
Is there a specific reason why SMAC was made as a prerequisite this time?
It was an extremely quick write-up by me, so I forgot to make it optional. I'll be fixing that, along with the stuff that WildCard posted.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 04-23-2014 , 18:10   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #596

Here's an incredibly quick Beta 9.

Changelog:
-Fixed some minor changelog bugs <.<
-Made SMAC an optional dependency
-Fixed not being able to compile if you didn't compile with Updater and SMAC
-Fixed sound_full_rage only activating once

IMPORTANT NOTE TO COMPILERS: I had to remove the line in smac.inc that set SMAC_CheatDetected as an optional native, since this is the native that calls SMAC_OnCheatDetected, which FF2 uses. Otherwise, you will still be banned for using Ninja Spy's life-loss ability.

Again, just a reminder that I'm going to be away starting tomorrow.
Attached Files
File Type: sp Get Plugin or Get Source (freak_fortress_2.sp - 131 views - 215.5 KB)
File Type: smx freak_fortress_2.smx (108.5 KB, 133 views)
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xXDeathreusXx
Veteran Member
Join Date: Mar 2013
Location: pPlayer->GetOrigin();
Old 04-24-2014 , 15:46   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #597

Quote:
Originally Posted by Wliu View Post
was the DMCA that Google received. That should help you a bit.
Is that not, in a way, giving a link to SMAC? The DMCA contains SMAC's links within it, which, in turn, could be against this, and the DMCA itself
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Last edited by xXDeathreusXx; 04-24-2014 at 15:53.
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Donski
Senior Member
Join Date: Sep 2012
Old 04-24-2014 , 17:05   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #598

Haha, I just noticed that.
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WildCard65
Veteran Member
Join Date: Aug 2013
Location: Canada
Old 04-24-2014 , 20:04   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #599

I need people's opinion on how this example config looks for my headstart on the rewrite of ff2 for 2.0.0 alpha:
https://github.com/WildCard65/FF2-Of...le_of_boss.cfg
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Eggman
Senior Member
Join Date: Jan 2010
Old 04-24-2014 , 21:33   Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
Reply With Quote #600

I've found bug: Sydney Sleeper doesn't enable glow on Boss. By original idea, this feature was planned only for this (because jarate effect was removed). So, there is no reason remove glow effect from Sleeper, until jarate removed.
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